“In the depths of a corner of the world, ancient forgotten ruins are buried. It’s been one thousand years since the realm of Ias Lord of the darkness fell, and everyone on earth forgot about the pain and suffering he caused.”

Tull was a small roguelike that I developed in December of 2013 for the Trials of Oryx. The objective of the contest was to use Oryx’s tiles and sprites and build a roguelike game for a prize of 500 dollars with a month of deadline.

I started working on it since the beginning of the contest, the advance was pretty good, I manage to create the basic dungeon crawler system in the first 9 days and then started to work on the town:

The most difficult part was to fill the dungeon with all the creatures and try to keep the game balanced so it could be finished.

I finished the game on December 22 just in time to deliver it to the contest, this version can be played at:

After the contest ended and the winners were selected (I didn’t win but I got an honorable mention) I started working in a new version in January of 2014, I added some things that I wanted for the first version but that I couldn’t add to it because of the limited time such as fading field of vision, blood, day lapsing and some other minor things, I also corrected a lot of errors in this version.

I finished this version in February of 2014 (This is the last version) you can play it at:

I really enjoyed working on Tull (I took the name from a town in the first Dark Tower book from Stephen King) and I learned some things on how to create and organize a working plan.

I could still add some cool things to the game but I am currently working in different projects, so I don’t think I will release a new version in the soon time.